This non-article explores the limitations of applying brain science in “higher” disciplines. Many brain scientists believe that it is only a matter of time that everything human will be accounted for by the findings of brain science. Michael Polányi in the nineteen-sixties and recently Michael Gazzaniga argued against such determinism. They say that while “lower-level” processes constrain “higher-level” ones, they cannot determine them. The human mind is an emergent process, and it cannot be predicted from brain structure anymore than traffic can be predicted from the structure of a car. I claim that in many instances, the application of brain science in psychology and literary studies merely re-states in brain-language what has already been said in psychology-language or literature-language. It can, however, be fruitfully applied when it refutes prevalent erroneous assumptions or resolves certain incongruities in the domain of “higher” disciplines.

We outline three challenges involved in designing external representations that promote sustainable use of natural resources. First, the task environment of sustainable resource-use is highly unstructured, and involves many uncoordinated and asynchronous actions. Following from this complex nature of the task environment, more task constraints and task interactions are involved in designing representations promoting sustainability, compared to representations that seek to make tasks easier in structured task environments, such as aircraft cockpits and control rooms. Second, external representations promoting sustainable resource-use need to motivate people to make decisions that sustain resources, and persist with this behavior, even though alternate behaviors are easier and commonplace. Third, external representations promoting sustainability also need to lower the cognitive load involved in sustainability decisions. This three-tiered function (meeting complex task constraints, providing motivation, lowering cognitive load) makes such representations challenging to design. However, some early prototype designs promoting sustainable resource-use have appeared recently, primarily addressing electricity use. Analyzing these digital prototypes, we outline three design principles they share, and show how these seek to address the complexities of the sustainability problem-space (complexity of task environments, goals, and representations). We then argue that at least two further cognitive scaffolds are required for effectively promoting sustainable resource use (action scripts, deconstruction). We close with some of the limitations of this approach to promoting sustainability, and outline future work.

The principle of relevance of Sperber and Wilson (1995) underestimates the role of cooperation, and the theory’s inclination toward an individual intentionality is problematic. These are two of the critical observations that this paper introduces and discusses. Through a constant counterpoint with the aforementioned authors, the core arguments of their theory are analyzed in each section of this paper. The discussion will allow us to observe why it is necessary to include the notions of cooperation and collective intention in the explanation of the relevance theory and, at the same time, the concept of trust. Finally, it is also important to stress the distinction between the informative and argumentative conversational modes to achieve a full understanding of relevance.

In this paper we investigate the effect of level of understanding revealed by feedback in the form of clarification requests from a route follower on a route giver’s spatial perspective choice in their response in route instruction dialogues. In an experiment varying the level of understanding displayed by route follower clarification requests (the independent variable), route giver perspective switching in response to this feedback is investigated. Three levels of understanding displayed by feedback are investigated: (1) low-level clarification requests indicating that the instruction was not processed, (2) semantic-level clarification requests indicating that the spatial direction given in the instruction could not be resolved as the speaker of the clarification request could not interpret which perspective was intended, and (3) high-level feedback which indicates that the route giver’s instruction was understood but which note an obstacle to following the instruction. Results show that perspective choice, which is a conceptual feature of language use, is sensitive to perceived level of addressee understanding. We found that route givers consistently switch perspectives in responding to semantic-level clarification requests but not in response to low-level ones, and also that switching occurs more for high-level feedback than for low-level feedback. We address how dialogue systems can take advantage of these findings by modelling our results in an Information State model of dialogue, presenting update rules for response generation which account for our findings and also update rules which enable generation of the feedback themselves.

We analyze conceptual patterns shared by Michael Ende’s novel about time, Momo, and examples of time conceptualization from psychology, sociology, economics, conventional language, and real social practices. We study three major mappings in the materialization of time: time as money in relation with time banking, time units as objects produced by an internal clock, and time as a substance that flows. We show that binary projections between experiential domains are not enough to model the complexity of meaning construction in these widely successful examples. To account for the intricacies of time materialization in context, we use generic integration templates, models for conceptual templates based on Fauconnier and Turner’s Blending Theory. The interplay of such detailed patterns with pragmatic and cultural factors, including diachronic aspects, is crucial to identify the cognitive models at work, and the factors that guide their instantiations as a variety of surface products. The blending model for the spatialized time can be refined and extended to the materialization of time.

In this paper we study the connection between the use of evaluative language and the building of both personal and social identities, from the perspective of Dynamical System Theory. We primarily discuss two issues: 1) The use of evaluation (in the sense given to the term by Alba-Juez and Thompson (forthcoming)) as a means to the construction of both individual and group identities, thus exploring how the connection between linguistic choices and social identities is shaped by interactional needs for stancetaking. In order to illustrate this connection, we examine examples of the use of evaluative language in a web social network, and we analyze some of the discourse elements showing ways of positioning that act as catalysts for the emergence of a multifactorial dynamic system of identities. 2) The consideration of Dynamical System Theory (DST) as a theoretical framework for the modeling of language and identity. Although originally a mathematical theory, DST has been adopted by cognitive science as a valid framework for the study of cognitive phenomena, on the grounds that natural cognition is a dynamical phenomenon. Within the realm of (socio) linguistics and pragmatics, this study is to a certain degree in line with some recent studies such as Gibbs (2010), Geeraerts, Kristiansen and Peirsman (2010), or Moreno Fernández (2012). Thus, we herein focus on how linguistic evaluation intervenes in the intricate dynamical system of identity, and even though we do not engage in complex mathematical disquisition, we argue that the idea and philosophical foundation underlying DST can lead us towards the ‘integration’ of the complex equation of identity construction, and that consequently the field has great potential for further research.

In this chapter I deal with indirect reports in terms of language games. I try to make connections between the theory of language games and the theory of indirect reports, in the light of the issue of clues and cues. Indirect reports are based on an interplay of voices. The voice of the reporter must allow hearers to ‘reconstruct’ the voice of the reported speaker. Ideally, it must be possible to separate the reporter’s voice from that of the reported speaker. When we analyze the language game of indirect reporting, we ideally want to establish which parts belong to the primary voice (the reported speaker’s voice) and which parts belong to the reporter’s voice. In this paper I apply considerations on language games by Dascal et al. (1996) and I explore the dialectics between abstract pragmatics principles and considerations about situated uses that are sensitive to cues and clues.